Skip drawing transparent borders and backgrounds
We were always drawing the border and background of each StThemeNode, even if they were transparent. The simple optimization of checking the alpha provides a significant performance boost (in a quick test, it increased the overviewFpsSubsequent metric in the core performance test from 28fps to 35fps). https://bugzilla.gnome.org/show_bug.cgi?id=634752
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@ -262,6 +262,11 @@ st_theme_node_lookup_corner (StThemeNode *node,
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break;
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}
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if (corner.color.alpha == 0 &&
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corner.border_color_1.alpha == 0 &&
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corner.border_color_2.alpha == 0)
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return COGL_INVALID_HANDLE;
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key = corner_to_string (&corner);
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data.node = node;
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@ -676,6 +681,7 @@ st_theme_node_paint_borders (StThemeNode *node,
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int max_width_radius[4];
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int corner_id;
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ClutterColor border_color;
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guint8 alpha;
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width = box->x2 - box->x1;
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height = box->y2 - box->y1;
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@ -697,58 +703,62 @@ st_theme_node_paint_borders (StThemeNode *node,
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float x1, y1, x2, y2;
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over (&border_color, &node->background_color, &effective_border);
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alpha = paint_opacity * effective_border.alpha / 255;
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cogl_set_source_color4ub (effective_border.red,
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effective_border.green,
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effective_border.blue,
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paint_opacity * effective_border.alpha / 255);
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if (alpha > 0)
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{
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cogl_set_source_color4ub (effective_border.red,
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effective_border.green,
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effective_border.blue,
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alpha);
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/* NORTH */
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skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
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/* NORTH */
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skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
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x1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : 0;
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y1 = 0;
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x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_TOPRIGHT] : width;
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y2 = border_width;
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cogl_rectangle (x1, y1, x2, y2);
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x1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : 0;
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y1 = 0;
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x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_TOPRIGHT] : width;
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y2 = border_width;
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cogl_rectangle (x1, y1, x2, y2);
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/* EAST */
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skip_corner_1 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
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/* EAST */
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skip_corner_1 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
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x1 = width - border_width;
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y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPRIGHT] : border_width;
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x2 = width;
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y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMRIGHT]
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: height - border_width;
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cogl_rectangle (x1, y1, x2, y2);
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x1 = width - border_width;
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y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPRIGHT] : border_width;
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x2 = width;
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y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMRIGHT]
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: height - border_width;
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cogl_rectangle (x1, y1, x2, y2);
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/* SOUTH */
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skip_corner_1 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
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/* SOUTH */
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skip_corner_1 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
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x1 = skip_corner_1 ? max_width_radius[ST_CORNER_BOTTOMLEFT] : 0;
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y1 = height - border_width;
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x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_BOTTOMRIGHT]
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: width;
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y2 = height;
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cogl_rectangle (x1, y1, x2, y2);
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x1 = skip_corner_1 ? max_width_radius[ST_CORNER_BOTTOMLEFT] : 0;
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y1 = height - border_width;
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x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_BOTTOMRIGHT]
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: width;
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y2 = height;
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cogl_rectangle (x1, y1, x2, y2);
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/* WEST */
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skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
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/* WEST */
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skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
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skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
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x1 = 0;
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y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : border_width;
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x2 = border_width;
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y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMLEFT]
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: height - border_width;
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cogl_rectangle (x1, y1, x2, y2);
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x1 = 0;
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y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : border_width;
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x2 = border_width;
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y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMLEFT]
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: height - border_width;
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cogl_rectangle (x1, y1, x2, y2);
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}
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}
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/* corners */
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if (max_border_radius > 0)
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if (max_border_radius > 0 && paint_opacity > 0)
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{
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for (corner_id = 0; corner_id < 4; corner_id++)
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{
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@ -787,105 +797,109 @@ st_theme_node_paint_borders (StThemeNode *node,
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}
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/* background color */
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cogl_set_source_color4ub (node->background_color.red,
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node->background_color.green,
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node->background_color.blue,
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paint_opacity * node->background_color.alpha / 255);
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/* We add padding to each corner, so that all corners end up as if they
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* had a border-radius of max_border_radius, which allows us to treat
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* corners as uniform further on.
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*/
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for (corner_id = 0; corner_id < 4; corner_id++)
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alpha = paint_opacity * node->background_color.alpha / 255;
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if (alpha > 0)
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{
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float verts[8];
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int n_rects;
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cogl_set_source_color4ub (node->background_color.red,
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node->background_color.green,
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node->background_color.blue,
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alpha);
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/* corner texture does not need padding */
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if (max_border_radius == node->border_radius[corner_id])
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continue;
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n_rects = node->border_radius[corner_id] == 0 ? 1 : 2;
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switch (corner_id)
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{
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case ST_CORNER_TOPLEFT:
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verts[0] = border_width;
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verts[1] = max_width_radius[ST_CORNER_TOPLEFT];
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verts[2] = max_border_radius;
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verts[3] = max_border_radius;
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if (n_rects == 2)
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{
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verts[4] = max_width_radius[ST_CORNER_TOPLEFT];
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verts[5] = border_width;
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verts[6] = max_border_radius;
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verts[7] = max_width_radius[ST_CORNER_TOPLEFT];
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}
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break;
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case ST_CORNER_TOPRIGHT:
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verts[0] = width - max_border_radius;
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verts[1] = max_width_radius[ST_CORNER_TOPRIGHT];
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verts[2] = width - border_width;
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verts[3] = max_border_radius;
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if (n_rects == 2)
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{
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verts[4] = width - max_border_radius;
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verts[5] = border_width;
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verts[6] = width - max_width_radius[ST_CORNER_TOPRIGHT];
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verts[7] = max_width_radius[ST_CORNER_TOPRIGHT];
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}
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break;
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case ST_CORNER_BOTTOMRIGHT:
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verts[0] = width - max_border_radius;
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verts[1] = height - max_border_radius;
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verts[2] = width - border_width;
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verts[3] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
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if (n_rects == 2)
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{
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verts[4] = width - max_border_radius;
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verts[5] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
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verts[6] = width - max_width_radius[ST_CORNER_BOTTOMRIGHT];
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verts[7] = height - border_width;
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}
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break;
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case ST_CORNER_BOTTOMLEFT:
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verts[0] = border_width;
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verts[1] = height - max_border_radius;
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verts[2] = max_border_radius;
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verts[3] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
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if (n_rects == 2)
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{
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verts[4] = max_width_radius[ST_CORNER_BOTTOMLEFT];
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verts[5] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
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verts[6] = max_border_radius;
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verts[7] = height - border_width;
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}
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break;
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}
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cogl_rectangles (verts, n_rects);
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}
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if (max_border_radius > border_width)
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{
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/* Once we've drawn the borders and corners, if the corners are bigger
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* the the border width, the remaining area is shaped like
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*
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* ########
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* ##########
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* ##########
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* ########
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*
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* We draw it in 3 pieces - first the top and bottom, then the main
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* rectangle
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/* We add padding to each corner, so that all corners end up as if they
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* had a border-radius of max_border_radius, which allows us to treat
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* corners as uniform further on.
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*/
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cogl_rectangle (max_border_radius, border_width,
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width - max_border_radius, max_border_radius);
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cogl_rectangle (max_border_radius, height - max_border_radius,
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width - max_border_radius, height - border_width);
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}
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for (corner_id = 0; corner_id < 4; corner_id++)
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{
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float verts[8];
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int n_rects;
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cogl_rectangle (border_width, MAX(border_width, max_border_radius),
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width - border_width, height - MAX(border_width, max_border_radius));
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/* corner texture does not need padding */
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if (max_border_radius == node->border_radius[corner_id])
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continue;
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n_rects = node->border_radius[corner_id] == 0 ? 1 : 2;
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switch (corner_id)
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{
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case ST_CORNER_TOPLEFT:
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verts[0] = border_width;
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verts[1] = max_width_radius[ST_CORNER_TOPLEFT];
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verts[2] = max_border_radius;
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verts[3] = max_border_radius;
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if (n_rects == 2)
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{
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verts[4] = max_width_radius[ST_CORNER_TOPLEFT];
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verts[5] = border_width;
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verts[6] = max_border_radius;
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verts[7] = max_width_radius[ST_CORNER_TOPLEFT];
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}
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break;
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case ST_CORNER_TOPRIGHT:
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verts[0] = width - max_border_radius;
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verts[1] = max_width_radius[ST_CORNER_TOPRIGHT];
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verts[2] = width - border_width;
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verts[3] = max_border_radius;
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if (n_rects == 2)
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{
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verts[4] = width - max_border_radius;
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verts[5] = border_width;
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verts[6] = width - max_width_radius[ST_CORNER_TOPRIGHT];
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verts[7] = max_width_radius[ST_CORNER_TOPRIGHT];
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}
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break;
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case ST_CORNER_BOTTOMRIGHT:
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verts[0] = width - max_border_radius;
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verts[1] = height - max_border_radius;
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verts[2] = width - border_width;
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verts[3] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
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if (n_rects == 2)
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{
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verts[4] = width - max_border_radius;
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verts[5] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
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verts[6] = width - max_width_radius[ST_CORNER_BOTTOMRIGHT];
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verts[7] = height - border_width;
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}
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break;
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case ST_CORNER_BOTTOMLEFT:
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verts[0] = border_width;
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verts[1] = height - max_border_radius;
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verts[2] = max_border_radius;
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verts[3] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
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if (n_rects == 2)
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{
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verts[4] = max_width_radius[ST_CORNER_BOTTOMLEFT];
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verts[5] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
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verts[6] = max_border_radius;
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verts[7] = height - border_width;
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}
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break;
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}
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cogl_rectangles (verts, n_rects);
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}
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if (max_border_radius > border_width)
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{
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/* Once we've drawn the borders and corners, if the corners are bigger
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* the the border width, the remaining area is shaped like
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*
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* ########
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* ##########
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* ##########
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* ########
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*
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* We draw it in 3 pieces - first the top and bottom, then the main
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* rectangle
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*/
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cogl_rectangle (max_border_radius, border_width,
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width - max_border_radius, max_border_radius);
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cogl_rectangle (max_border_radius, height - max_border_radius,
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width - max_border_radius, height - border_width);
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}
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cogl_rectangle (border_width, MAX(border_width, max_border_radius),
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width - border_width, height - MAX(border_width, max_border_radius));
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}
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}
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static void
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